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Yeah, it's coming, discuss ...
Thoughts?
WotC sees 4e sales not being where they want them to be, and Pathfinder doing extremely well. 5e is a desperate attempt to reclaim the "throne" of fantasy gaming.

Hello All, Please support the kickstarter for the second adventure in the Slayers of the Great Serpent series. Project Page "Beyond the Forest of Night" is the second installment of a classic fantasy adventure series called Slayers of the Great Serpent. This series of adventure modules draws inspiration from H.P. Lovecraft's Dreamlands stories, the fairy tales of Oscar Wilde, the works of Romantic poets like Coleridge and Byron, and the myths and folktales of cultures the world over. The vision behind the Slayers of the Great Serpent series is about creating a story about heroes and their great deeds, but also about making a world that is majestic and awe-inspiring. What I envisioned was a quest that requires the party to travel far beyond the lands known to them and cross half the world, witnessing many bizarre and spectacular sights and facing many dangers. This adventure module is intended to take characters from 5th level to 8th level.It has a projected page count of 90-100 pages, and will be published in softcover and PDF format. Available for Pathfinder and 4th Edition.

Chaos Trip Studios is proud to present our first two setting books for Altered Earth. Cities of Altered Earth: Octagon and Cities of Altered Earth: Consortium are on sale now.
Built deep in the Western Mountains, the mega-city called Octagon is a paradise for the idle rich and a living hell for the sweating masses. A chaotic mass of skyscrapers and mega-pyramids looms above the ruins of the old city, and terrible secrets lurk in the subterranean depths below. Octagon is the place where elections and trials are run like reality shows, and corporate executives settle disputes through gladiatorial combat.
Octagon is a city full of both opportunity and danger. From the lawless streets of lowtown to the deceptively beautiful gardens of the penthouse level, adventure awaits those who are desperate or foolish enough to chase after it.
This PDF contains:
-History and general layout of the city
-Encounter groups for different areas
-Information on the most prominent factions in Octagon
Located near the Inland Sea, Consortium is the largest city in the world. Nearly a quarter of a billion people struggle to survive in this vast maze of concrete and steel. The impoverished hordes are crammed into enormous habitation complexes while the political elite look down on their empire from above. Consortium is a city of fear, where order is kept through automated gun turrets and even thinking the wrong way could attract the attention of the secret police.
Consortium is not a place for the faint of heart. Those who have the right combination of cunning and bravery will find that opportunities for adventure abound, those who falter are destined for reeducation or worse.
This PDF contains:
-History and general layout of the city
-Encounter groups for the police and military
-Information on criminal organizations and outlawed religious sects

Chaos Trip Studios is proud to announce the first installment of our adventure series, Slayers of the Great Serpent
-A Tale of Terrible Danger
-A Monster From Prehistoric Times
-An Impossible Quest
“To the Ede of the Map” is the first installment of a classic fantasy adventure series called Slayers of the Great Serpent. The story begins when a messenger arrives at the royal court with a warning of apocalyptic magnitude. A terrible menace that is about to awaken; heroes are needed to cross the ocean and travel to the distant East in order to search for the lair of a gargantuan snake known as The Destroyer and The Eater of Worlds. These heroes must travel far from their homes, and try to find the country where the Great Serpent lives. Very little is known about this land, save for rumors that it lies to the east of distant Xi, a strange and romantic kingdom on the other side of the ocean. Nothing will be certain on this journey, not the final destination of our heroes, or the incredible dangers that they are sure to face. If no one can find this monster and lay it low before it rises from its torpor then the world will fall into an age of darkness and become transformed into a nightmarish hellscape of misery and death.
An adventure for Pathfinder that takes the characters from 1st to 4th level using the fast XP chart.
This adventure is available in PDF at all of your favorite RPG download sites. Take a look here.

Chaos Trip Studios is proud to announce the release of the first installment of our fantasy adventure series, Slayers of the Great Serpent.
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-A Tale of Terrible Danger
-A Monster From Prehistoric Times
-An Impossible Quest
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“To the Ede of the Map” is the first installment of a classic fantasy adventure series called Slayers of the Great Serpent. The story begins when a messenger arrives at the royal court with a warning of apocalyptic magnitude. A terrible menace that is about to awaken; heroes are needed to cross the ocean and travel to the distant East in order to search for the lair of a gargantuan snake known as The Destroyer and The Eater of Worlds. These heroes must travel far from their homes, and try to find the country where the Great Serpent lives. Very little is known about this land, save for rumors that it lies to the east of distant Xi, a strange and romantic kingdom on the other side of the ocean. Nothing will be certain on this journey, not the final destination of our heroes, or the incredible dangers that they are sure to face. If no one can find this monster and lay it low before it rises from its torpor then the world will fall into an age of darkness and become transformed into a nightmarish hellscape of misery and death.
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The majority of this adventure takes place while the adventurers are traveling; they must contend with both the everyday hazards of life on the road as well as cowardly plots initiated by an agent of the Church of the Destroyer. Before they can think about crossing the ocean, the adventurers must first find and reach the coast of their own continent. The first task they will need to accomplish is to leave the borders of The Kingdom by the Sea and then cross the dangerous Iron Ridge Mountains. On the other side of these mountains the adventurers will encounter a violent and lawless region known as The Outlaw Kingdoms. Should they make it across this land and yet live, they must still face the unknown dangers of the enchanted Forest of Night. It is here that the adventurers will brave a final showdown with the mysterious agent that has impaired their progress from the start. During the confrontation, the cultist summons a horrific Nightmare Snake, a living fragment of one of the Great Serpent’s dreams.
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An adventure for Dungeons and Dragons 4th Edition that takes the characters from 1st to 4th level.
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Pathfinder version coming soon!
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The book is available in softcover
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and PDF
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-David Caffee
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Project Page
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The fundraising effort for the entire Slayers campaign was not succesful. Now I'm trying again by raising money for the first adventure as a stand alone product. Please visit the project page and check it out.
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To the Edge of the Map is the first installment of a classic fantasy adventure series called Slayers of the Great Serpent. This series of adventure modules draws inspiration from H.P. Lovecraft's Dreamlands stories, the fairy tales of Oscar Wilde, the works of Romantic poets like Coleridge and Byron, and the myths and folktales of cultures the world over.
,,
The vision behind the Slayers of the Great Serpent series is about creating a story about heroes and their great deeds, but also about making a world that is majestic and awe-inspiring. What I envisioned was a quest that requires the party to travel far beyond the lands known to them and cross half the world, witnessing many bizarre and spectacular sights and facing many dangers.
,,
This adventure module is intended for characters of 1st-4th level. It has a projected page count of 90-100 pages, and will be published in softcover and PDF format.

Hello,
I am posting today in order to promote the kickstarter fundraising campaign for my project, Slayers of the Great Serpent, a classic fantasy campaign for Pathfinder and Dungeons and Dragons 4th Edition.
Click here to view the project page.
This fantasy roleplaying campaign is inspired by the Dreamlands stories of H.P. Lovecraft, the fairy tales of Oscar Wilde, the works of Romantic poets like Coleridge and Byron, and the folktales of cultures the world over. These influences combine to create adventures that recapture the language of fantasy and myth.
The vision behind Slayers of the Great Serpent was about making something that truly fits the definition of the word epic. It was about creating a story of great heroes versus a terrifying monster, but also about making a world that was majestic and awe-inspiring. What I envisioned was a quest that required the adventurers to undertake a lengthy and harrowing journey through unknown lands, knowing only that their destination lies to the distant east, beyond the borders of the legendary kingdom of Xi.
I appreciate any and all suport that you can give.
Thanks,
David Caffee
Chaos Trip Studios

Chaos Trip Studios and Avalon Games are proud to present the newest addition to the Altered Earth line of 4th Edition compatible games. This book has threats from Android to Warbot and Chemical Booster to Techno-Zombie. Need a genetically engineered gorilla or a cyber tooth tiger? Want to challenge your players with an armored trooper sky hunter or a sewer mutant mastermind?
Get Altered Earth: Heroic Tier Threats at
http://www.rpgnow.com/product_info.php?products_id=98174&filters=0_0_0_0_0&manufacturers_id=645
You should also check out the original Altered Earth book
http://www.rpgnow.com/product_info.php?products_id=93516&filters=0_0_44281_0_0
AE is also available in softcover
http://www.lulu.com/spotlight/chaos_trip_studiosatyahoodotcom

Chaos Trip Studios is thrilled to announce the first release of our 4E science fiction project, Altered Earth.
Altered Earth is a role-playing game of high energy battles and thrilling adventures set against an epic science fiction background. The action takes place in a futuristic world filled with endless possibilities. Any kind of adventure that you can imagine is waiting for you in a setting that is filled with dangerous wastelands, high tech cities, awesome war machines, and unexplored ruins.
Your character might be a gritty mercenary, a cold blooded assassin, an intrepid explorer, or a loyal soldier to the cause. You might be motivated to seek out adventure for the sake of greed, for thrills, or simply to escape your previous life. Or perhaps you have your own personal quest that you are pursuing.
Adventures
There are many types of adventures that can be had in the world of Altered Earth. It all depends upon the type of role-playing campaign you enjoy. There is something for everyone in this setting, from in depth social role-playing to military combat to high tech dungeon crawls.
The player characters may find themselves…
…exploring ancient ruins in search of lost technological relics.
…infiltrating the fortress of a super powered warlord.
…crawling through the mutant-inhabited sewers and tunnels beneath a sprawling mega-city.
…crossing a desolate wasteland populated by strange creatures and insane robots.
…battling against (or becoming) criminals in a dystopian urban nightmare.
Download the Free Preview:
http://www.rpgnow.com/product_info.php?products_id=93179
Altered Earth Promo Video:
http://www.youtube.com/watch?v=Bmr67XHqFfM
The PDF version of the Altered Earth core book is available from these fine websites:
www.rpgnow.com
www.drivethrurpg.com
www.paizo.com
Order Altered Earth in softcover:
http://www.lulu.com/spotlight/chaos_trip_studiosatyahoodotcom

So, I got bored while Vivi stole my television and X-Box to play Dragon Age 2 so I came up with a few stats for the races of Thedas for Pathfinder. Let me know what you think of the Qunari below... QunariQunari are a large humanoid race hailing from the island nations of Par Vollen and Seheron in northern Thedas. They have bronze-hued skin, white hair, pointed ears, and vivid eyes with colors like violet, red, or yellow. Qunari are considered physically more robust than humans. Qunari don’t use names to identify themselves, but their titles. Their “names” are strings of genealogical information used by the Tamassrans for record-keeping. Qunari are rarely seen in Ferelden with the exception of some high-class mercenaries. History The qunari are recent arrivals to the area surrounding Ferelden, having arrived by warships four centuries ago from unknown eastern lands. While in the past they threatened to conquer all of Thedas, they are currently involved in a war for dominance of the north against the Tevinter Imperium. The qunari are apparently more technologically advanced than the native Thedosian cultures, possessing cannons and an impressive navy. The Beresaad is the name of the qunari military division Sten belongs to. According to Sten, the Beresaad division serves as “the vanguard of the qunari people”. The qunari lack mages in anything near the numbers that Ferelden has, however, and should they ever be seen to perform forbidden magic, qunari mages would have their tongues cut out. Several Exalted Marches have been waged against them and they’ve lost much land in Thedas. The qunari still hold Kont-aar in northern Rivain, but that is the only permanent non-island holding the qunari currently retain. When the qunari invade an area and capture the current citizens, they offer them the opportunity to convert to their philosophy, or be sent to work in prison camps. Any who resists either one are slain without pity, but Thedosian converts to the Qun claim to feel pity towards those who choose not to convert. When the qunari were pushed back by the Exalted Marches, the Chantry was disturbed to discover that a surprisingly large number of members of their faith had quite happily converted to the foreign religion. Physical Description: While technically medium creatures, most Qunari straddle the line at around 8 feet tall. Like dwarves, Qunari are stocky creatures for their size. From a distance, a Qunari can pass as a large human, until one gets a look at their horns. Up close, the penetrating stare and corded, muscular appearance, in addition to his larger height, unmistakably mark one as Qunari. Although incredibly rare, some Qunare are born without horns. In accordance with the edicts of the Qun, the physical body is only a shell, it is the deeds of the Qunari, not their appearance that accord them honor, thus they do not differentiate between ‘horned’ or ‘hornless’ Qunari. Society: Qunari don't have "family units". They don't marry or choose partners. Qunari do not even know to whom they are related. A Qunari's "family" is his or her coworkers. A qunari's personal name isn't what we think of as a name. It's more like a social security number. It's information that the Tamassrans use to keep track of breeding. It's not something they ever call one another. What a qunari thinks of as their name is their job title. The job titles are differentiated by rank and task. The Tamassrans raise all the children, give them their general education, and evaluate them. Qunari are officially assigned their roles when they are twelve years old. The Tamassrans have some tests, but nothing requiring a #2 pencil. They also have something of a head start on the process, since they are the ones who control the Qunari selective breeding program. The Tamassrans wield a huge amount of influence. It's also a female gender role (as all administrative tasks are) which might lead an outsider to conclude that female qunari rule their society. Qunari don't, however, look on rulership quite the same way. The brain could be said to rule the body, but so does the heart, the lungs, the stomach. They are part of the whole. Qunari believe the genders are inherently better at certain tasks: No matter how much aptitude a male shows for management, he'd never be as good at it as a female, therefore; it would never be considered efficient to put him into a role where a woman would serve better. The Tamassrans would find something else he showed aptitude for, and have him do that instead. Qunari have been bred for specific roles for a very long time. Parentage isn't really the issue anymore: It's more like pedigree. But breeding doesn't determine the assigned task. If a qunari was bred to be a soldier, but turns out to be more intellectual -- the Tamassrans may stick them in the priesthood, researching weapons technology or the Ben-Hassrath, policing the populace, or who knows what, depending on what roles need filled by someone with their specific traits. All qunari have a tool that signifies their role in qunari society. For soldiers, those tools are always weapons. In the case of soldiers at least, losing this weapon brands the owner soulless and they would be executed on sight by the Antaam. They have their own mages. The saarebas (from the word bas or thing/object) are considered defective tools-- but the qunari don't waste those, either. The qunari mages are literally kept on leashes, held by an arvaarad (their "handler"). Should they ever be seen to perform forbidden magic, their tongues get cut out to prevent a mage who has been possessed by a demon from communicating and possibly corrupting someone else. Qunari do not have currency. "Merchants" in qunari cities have the job of making sure goods are distributed appropriately. Qunari don't buy and sell things amongst one another. Qunari don't generally associate mating with love. They feel love. They have friends. They form emotional bonds with one another. They just don't sleep with each other to express it. And if they do, they get re-educated by the Ben-Hassrath. If such a thing occurred and produced a child, the same thing would happen to the offspring as happens to all other Qunari offspring: It would be raised by the Tamassrans, evaluated, and assigned a job. Qunari don't waste people unnecessarily. Qunari society is based upon learning as well as military might. Few speak the common tongue that is used among Theodesians, and fewer speak it well. In a culture that strives for perfection and mastery, to possess only a passable degree of skill is humiliating indeed, and so they often keep quiet amongst foreigners, out of shame. Duty is paramount in Qunari culture, and their society is seen as a living entity, whose wellbeing is the responsibility of all. Each person is a drop of blood in the veins of the being, and they must do not what is best for them, but what is best for the creature. The Qunari army is the eyes, ears, legs arms and hands of the creature, everything that one needs to interact with the world, and so most Qunari encountered by Theodesians belong to the military. One cannot understand somebody by simply studying their hand or foot, and so to truly comprehend Qunari society, one must vist their cities, where the heart and soul dwell. The primary symbol used to represent the Qunari as a people is a triangle, which symbolizes Qunari triumvirate of body, mind and soul. The "body" is represented by the "Arishok" {the military), the "mind" is represented by Arigena (the craftsmen) and the "soul" is represented by Ariqun (the priests). It is this Triumvirate that govern all of qunari society by acting as the three pillars, or their three primary leaders in all matters. The Arishok who leads the armies, The Arigena who leads the craftsmen, and the Ariqun who leads the priesthood. All three are the head of their respective "paths", and work in unison to complete the whole of qunari society. Relations: Qunari do not get along well with the other races of Thedas. The Qunari are a very militant people who believe that all peoples should be united into the Qun. Although not unreasonable, they are an uncompromising people and this makes all other races in Thedas wary, if not outright fearful of them. Alignment and Religion: The qunari follow the philosophy of the Qun (kyoon), a sort of religion based on the writings of the ashkaari Koslun. The Qun defines the role of everyone and everything in the society of the qunari, regardless of whether it is spiritual or mundane. For example, some qunari are raised as soldiers from a very young age. They are expected to be strong, disciplined, and stoic, adhering without fail to the tenets of honor and duty as defined in the Qun. Fanatical in this devotion, the qunari are prepared to wage war throughout their entire lives as part of their attempts to "enlighten" all other races in regards to their philosophy. The qunari live after the rules in the Qun unquestioningly, and see it as their duty to convert the unbelieving, giving them their rightful place in the Qun. Even qunari attempts at trade with other races and nations are done primarily to size up potential opponents, rather than to amass resources or wealth. The qunari do not believe in gods and find the concept of invisible all-knowing beings that are interested in judging you after you die laughable. They tolerate deism in the converted populations in Rivain and Seheron, however, as they view their inhabitants as just beginning the path to enlightened self-knowledge, and that they will discard that sort of superstition eventually. Qunari who have abandoned the Qun are called Tal'Vashoth and live away from the qunari homelands, often working as mercenaries, some of whom the Warden will meet in places. Qunari value their weapons highly and consider them part of their worthiness. A qunari soldier must never be separated from his sword; such individuals will likely be shamed and/or executed upon returning to the homeland. Qunari who follow the Qun are always Lawful Neutral. Tal’Vashoth, despite abandoning the Qun, almost always cling tightly to their honor and thus are usually Lawful in alignment but free to choose any moral code beyond that.. Adventurers: For the obvious reasons, qunari are generally not the ‘adventuring’ type, and generally only Tal’Vashoth are permitted the freedom to adventure at their leisure. Qunari gravitate towards militant classes such as Fighters. Qunari Traits +4 Strength, +2 Constitution, -2 Wisdom, -2 Charisma: The Qunari are immensely strong and hardy, but their single minded fanaticism and lack of empathy for others make it difficult for them to relate other cultures. Medium: Qunari are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Qunari have a base speed of 30 feet. Imposing Figure: Qunari are intimidating without trying. They may add their strength modifier to their charisma modifier when making intimidation checks. Random Starting Age: (15 years) +2d6 Aging Effects: Middle Age 50 Old 75 Venerable 100 Max 100+5d20 Height and Weight: Male Height 7’6” Weight 250 Modifier 2d6 Weight Multiplier x7, Female Height 6’10” Weight 180 Modifier 2d6 Weight Multiplier x7

I have no idea when I could ever run this, or who I would run it for, but I have been thinking about dong a game of Dungeons & Dragons based with the PCs being in an army. Most games are based around a small adventuring group and I think it could be fun to experience the similar situations in a new dynamic. I have a visual of 300 people fighting a dragon, with groups trying to achieve separate goals in order to slay the beast. Or in another instance seeing 100 people enter a dungeon. Not all situations are better with an army, and that would be part of the fun. The PCs will have to work on teamwork from the beginning of the game. As they advance in level they would advance in rank, gaining more control over what goes on in the missions. Has anyone played in or ran a game like this?

Wizards is apparently releasing another version of Gamma World. Is this something that people are actually asking for? And if those people were asking for it, are they willing to pay $40 for a 160 page book? Don't get me wrong, I had fun playing the game back in the day and I know that RPG books aren't cheap, but that is just an insane amount of money for the game. Here is the info for the game: D&D Gamma World Roleplaying Game A D&D Roleplaying Game Richard Baker and Bruce R. Cordell A wacky, wily roleplaying game of post-apocalyptic peril. Earth. After the apocalypse. Never mind the radiation—you’re gonna like it here. The D&D Gamma World Roleplaying Game offers hours of rollicking entertainment in a savage land of adventure, where the survivors of some mythical future disaster must contend with radioactive wastes, ravaged cities, and rampant lawlessness. Against a nuclear backdrop, heroic scavengers search crumbled ruins for lost artifacts while battling mutants and other perils. This product is a complete, stand-alone roleplaying game that uses the 4th Edition D&D Roleplaying Game system as its foundation. It appeals to D&D players as well as gamers interested in fantasy science fiction set in a bizarre, post-apocalyptic world. 160-page book with rules for character creation, game rules, and an adventure 2 sheets of die-cut character and monster tokens 2 double-sided battle mapsCardstock character sheets and mutation power cardsMutation power card deckLoot power card deckItem Details Item Code: 254600000 Release Date: October 19, 2010 Format: Box Page Count: 160 Price: $39.99 C$47.99 ISBN: 978-0-7869-5508-4

Well, I've finished reading through the PG, and I've definitely decided that my group won't be using it. The system definitely went with a WoW model; there are abilities that only help you in combat, with no real use outside of combat. You have several abilities that are usable at-will, with other abilities that you can use once per encounter and once per day. As you increase in level, you must decide on which abilities you want, and you have the ability to "retrain" every level, shifting out skills, feats, and abilities as needed. Neat concept, but it's good only for combat twinks. In fact, there is one rogue ability and a couple of ranger abilities that can be used outside of combat; most increase your ability in combat. Out of the various feats, only a few have any use outside of combat, and those few allow you to pick up skills and languages, as well as sort of multi-class. You have very few initial skills, and you are extremely limited when it comes to picking up skills later (you can only do this by using a feat). The good news is that there are fewer skills, but the emphasis is on what you can do with them in combat rather than non-combat uses (even the knowledge skills give bonuses to combat. Languages are even worse; you start with two or three languages, and need a feat to know more; high Intelligence no longer gives bonus languages. I really miss the 3.5E system, where you could either master a few skills, or know a little bit of everything. I'm definitely going to miss the Craft, Profession, and Knowledge skills. Because of this, and the way stats can easily be raised, INT, WIS, and CHA are ALL dump stats now, unless you have some specific trick you want on a talent tree; you don't really need more than INT 13 and CHA/WIS 15 for access to all the feats. You can no longer really multi-class; you can pick up feats that allow you to simulate it, but you are limited to the class you start with. And it's hard to develop new classes; you need to create them with their very own talent trees of over seventy abilities, as well as allow for different initial builds, as well as paragon levels; in essence, it's like developing a new magic-using class without being able to share spells. However; beyond the talent trees, there is no real difference between classes; the classes have all of the same saves and to hit numbers, even the classes do have different number of hit points and weapon/armor proficiencies. If you like wizards, you're going to get it in the shorts. The good news is that they can take damage without it affecting their casting ability, and armor is no longer an issue when casting spells. They can fight as well as fighters (same saves and to hit numbers, and access (through feats) to the same arms and armor), even though they don't have the same number of hit points. However, you don't have the same access to spells, and anyone can cast rituals. In short, if you're into role-playing, there really isn't any good reason to play the new system. If you like hack and slash, however, you'll really like it.... Any other thoughts...? FR

Ironfist, the Full Plate clad Dwarf had just dismissed all of the new recruits so that they would go mingle, and jingle and do the weird human stuff most of them do. Moving towards one of the tents, he barked orders to everyone on it to the extent of 'Get the hell out of here.' Deed done, he sat down on a table and poured hismelf a tankard of ale, the wait for the night was going to be joyful as he did his favorite thing in the world, prepare battle plans.

((OOC: For those who are going straight to Ironlock instead of waiting until the night.)) Ironlock was deep in tought, reading a thick tome of Dwarven Rune magic, his strangely blue colored eyes set him apart from the other dwarves as the air around him almost hums with energy from his constant studies.

The general store for the rest spot was small, and badly attended, mostly kept up by the owner of the Inn by 'donating' charitable sums of money to the keeper so that the store might attract more people. It was completely equiped for dealing with expeditioins, had horse feed, all kinds of specialized equipment and even some weapons that it had bought and re-stored from previous expeditions, all in the wait of new owners. Currently the pot bellied, short man was sleeping in a chair with his feet propped up on the table, his light snoring the only sound inside the building.

As some of you may be aware, the Grandfather of Gaming died today aged 69. It is hard to quantify how much of influence Gary was on the early development of rpgs, but suffice to say that without him, the roleplaying of today would not be what it is. I remember the first rpg I ever played; D&D (the original D&D Basic, 1st edition). The game written primarily by Gary and the basis for so, so many more. So many memories, so much fun and the beginning of my long journey down the road of all things roleplay. Gary, you will be missed. Role a natural 20 for me... Jackson Creed

The dawn broke, and by the time it broke there were tabels surrounded by caravan carts outside of the Stone Inn walls. The sky was over-cast, not raining but just blocking out most of the sun's light. Three dwarven judges were sitting on tables, and a long line of people had already formed, the cold wind still blowing and the earth with a muddy consistance. The sign hanging from the table says in common. "Inteviews for Hired Blades, 8 spots open."

It was a stormy night in the Highlands, a temepestous and dark cloud rolled over the small town of Kaith, nothing more than a caravan stop and a few watering holes for the travelers, a general shop with some trinkets, pitful for a town, but more than enough for the travelers. The main attraction in this small town are two places: The first, the Stone Inn, a large building dedicated to serving Caravans, it has everything any Caravan could need, water, food, entretainment for all ages, and hands for hire for cheap, and the wine is cheaper yet! But the Stone Inn is a building of many misteries and many faces, with enough money or leverage anything can happen on it. The other attraction is the locally famous "Driven Dog" Tavern, where rumor goers always hang out, where hired hands who lost their job in caravans gather and where the underworld does not fear to show it's face, Currently it was First Drink Free night on the Driven Dog, the general populance was already on their third or fourth drink, because of the damned rain there was nothing better to do and the wenches and the owner were having a bit of a hard time keeping up with the costumers. The rowdy crowd of the Driven Dog shouted and sang as they become slowly inebrated, Orcs and Dwarves, Humans and Elves, side by side getting hammered like a good tavern should be, a plaque stating "Will use lethal force if necesary" above the entrance door probably the only thing keeping them in check, barely even while at that, the sounds of a happy tavern didn't travel far in the sheet of rain that was covering the whole of the town unfortunetly. Meanwhile.... Out side of the Driven Dog Tavern, there is the "Job Post" a big post where people post simple jobs that aren't done by normal people, so that desperate people pick them to get quick money, tonight in the stormy night, with a thick shower of rain that let's no one without a light see farther ahead than their own hands, somebody is on the Job Post, hanging up a new advertisement for a job.